The comic can be found HERE and updates every Friday. For those of you who simply can’t wait, we have the whole book available for sale, including bonus concept art and a gorgeous color cover by Humbug!

With Christmas looming around the corner, we have a new treat in store for you all, as another tale unfolds in the world of Pylea. Across the ocean lies Par’Dis; a festive and prosperous city-kingdom amidst the sandy dunes of the Shah’Qel Desert.

Written up by yours truly and drawn by the talented hand of local artist Marcus Heow, Par’Dis: Only Human tells the tale of Constable Sakhmet, a guardian of the city and his daily struggles with human nature, corrupt nobility and mass-murdering lunatics with a flair for the dramatic.

While Sakhmet’s tale is, for now, a one-shot comic we hope to show you more in the future.

Par’Dis: Only Human will be hosted on the site and the digital comic (including pages of bonus concept art and a gorgeous color cover by Humbug!) will hopefully be up for sale in January.

Within the world of Mousehunt, the Harbour holds a special place in many a Mousehunter’s ire. Until this point in the game, hunting was a relatively safe haven. You could hunt all day long in the Meadow, and the worst thing that could happen was that you would miss, or nothing at all would come to your trap.

Same thing holds true for hunting within the Town of Gnawnia and the Windmill. All those locations are safe to hunt in. You do not have to worry about losing anything while hunting at those locations.
It isn’t until you unlock and travel to the Harbour for the first time that things become… interesting. From this point on, at MOST locations within Mousehunt, mice have the ability to steal Points, Gold or extra pieces of cheese from you whenever you miss them. This is affectionately known as being Red Boxed, because, well… this is what it looks like on your journal.

And that’s what this page is showing. Ian is being Red Boxed by a Burglar mouse. Though this won’t necessarily be a very common occurrence within the comic itself, trust me… it happens A LOT in the game.

*twitch* A LOT. But that’s just part of the fun. Wouldn’t be fun if they just handed you a win with every hunt, right?

Anyhow, so it was awhile back when I was having a quiet day chilling with Humbug and me mate Marvin when we came upon a topic; public transport in Arteria.

Given the high level of technology integrated with magic (as you may recall from our little post about rune-powered firearms), we figured the bus-equivalent likely took the form of streetcar-trams powered by rune-inscribed rails as well as the odd horse-drawn carriage.

However, with progress comes innovation and based on pictures of old rickshaws in Hong Kong we thought, hey, what about automated golem-taxis?

So, with the brainstorming discussion at the forefront of our thoughts, Humbug asked me to try my hand at depicting our newest creation, the Rickshaw Golem.

Isn’t he pretty?

Anyhow, so here was what information I had to work with.

* Taxi-equivalent; the rickshaw golem is designed to haul a rickshaw that can hold up to 3 passengers

* Big, heavy, strongman-type build

* Ricepicker hat
His design was likely a joined effort between the Lorridane and Qiang families.

* Rune-powered
Likely a complex incantation that creates a sort of behavioural code for the golem.

* Limited articulation in the upper body (Just need to lift and lower the rickshaw)

* Superior articulation and range of movement in the lower limbs
To compensate for rough and uneven ground, because nothing could be more disastrous than a tonne of steel tripping and rolling downhill!

So with that, I got to work and after a few redraws, was pretty happy with the final result.

Being as rudimentary an A.I as can be allowed, the Rickshaw Golem is pretty much a form of automated transport. Mounted on its back is a control panel with several pre-designated destinations that is rendered inoperable until money is put into the coin slot.

Once money has been put in, the passenger can press the destination button and the golem can go along on its merry way to the chosen golem-stop.

Also built into the golem is a pre-programmed maintenance command, where at 2AM, every golem will immediately head to a maintenance station where routine maintenance and repair work is performed, after which each golem will return to the last golem-stop it had been to.